Bob had everything he needed on the counter before him: scale, plastic baggies, and french fries. Now, he could begin... He dove his hand into the tub of fries and snatched a handful. With his other hand, he tore off a plastic baggy and whipped it open. Then he joined the two into the ultimate … Continue reading Romanticizing the Mundane with Dr. Stone
Adaptations are a tricky business. Bob and Charlie can have a deeply profound conversation on the deliciousness of cranberries in a book, but that same conversation doesn't hold the same engagement told in movie format due to a shot of Bob's lips flapping and then a shot of Charlie's lips flapping not being enrapturing visuals. … Continue reading What’s the Difference Between Mary and the Witch’s Flower and The Little Broomstick?
Not too long ago, Polygon came out with an article basically calling the first two episodes of the anime Dr. Stone lackadaisical. I haven't seen the anime, but I have read the manga at length and can agree on this front. I wasn't too taken with Dr. Stone to begin with, and I didn't commit … Continue reading Polygon Doesn’t Know What It’s Talking About When It Calls Dr. Stone an Isekai
If you've devoted as much of your lifetime to absorbing stories as much as I have, it'll come as second knowledge that when a character points to a baseball bat on the wall and comments, “I use that in case of rapid clown attacks,” and then the third act features a tsunami of foaming, savage … Continue reading Putting Stuff in Your Story and Actually Using It
I think it's safe to assume that each and every one of us has a collection of masks we keep locked up in a tansu for convenient storage and easy access for the various social situations we put ourselves in as we bustle about our lives. For instance, a teenage boy hanging out with his … Continue reading Designing A Game Like An Amateur [Part III] – Lazy Level Design
Fragile Dreams. I'm not too particularly fond of this game. But if you read my last post, you would've guessed that by now. If you haven't read it but insist on continuing past this sentence, I advise you to go back and check it out so that the rapture this post will put you in … Continue reading Designing A Game Like An Amateur [Part II] – Objectives Which Demoralize
There's an old expression in the English language which reads, “You can't please all of the people all of the time, and you sure as hell can't please C³ most of the time.” Whenever I pick up a new story, I, like every other human being on this blue marble, am hoping to gain something … Continue reading Designing A Game Like An Amateur [Part I] – When Combat Sucks